You conjure a 10-foot tall Turret on a free space within range. Creatures within 5 feet of the Turret(s) as it is conjured must made a Strength saving throw, taking 2d8 Force damage and getting pushed 5 feet away from the Turret and knocked prone on a failed save. On a successful save they take half damage and are not Pushed or knocked prone.
The Turret(s) occupies the space it is spawned in and can not move or be moved, however it can be destroyed by dealing enough damage to it. It has Resistance to non-magical piercing and slashing damage, an AC equal to 8 + the casters level, and hit points equal to 10 + the casters level.
During any subsequent turns the caster may use their Bonus Action to select a space within 60 feet of the Turret(s) that it can see and have it fire out a 5 foot wide beam towards the space. Any creatures caught in the Beam must make a Dexterity saving throw. On a failed save, creatures take 2d6 Fire damage, taking half damage on a successful save.
At Higher Levels. When you cast this spell using a 5th level Spell slot or higher, you may create an additional Turret for each two levels above 3rd. Each Turret must be placed within 60 feet of the caster and at least 10 feet apart from all other Turrets. Each one targets the same space at the same time with their Beam.
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